Here's the new Harmonic Weapon, moved to every 4 levels. Works much better, and enables him to start at 1d6 and end at 2d8. More than 2d8 would be too much I think.

Harmonic Weapon (Su): At 4th level, whenever the wailing blade uses a performance, his bonded weapon vibrates and hums with harmonic resonance. If the wailing blade makes a successful attack while a performance is in effect, he deals an additional 1d6 points of sonic damage. At 8th level, and every four levels thereafter, this sonic damage increases one dice category (1d8 at 8th, 1d10 at 12th, 2d6 at 16th, and 2d8 at 20th). This ability replaces suggestion.

So with my Apex Warrior kinda done I'll bring another idea to the thread...

Here's my next idea:

This MCA rides an abomination - an eidolon-mount. There's not much summoner in it but enough to warrant the synthesis...

*Abomination Rider*

Cavalier/Summoner MCA

Weapons and armor as Cavalier.

Challenge - no change.

Mount replaced by Abomination Mount - a ridable Eidolon - no bipedal forms!
Any teamwork feats (see bonus feats below) the AR has apply to both AR and eidolon. I'm obviously thinking less evolution points than a true summoner over the AR's progression. Thoughts on how many evo points are equal to a mount?

Order - no dragon or lion allowed, others yes, plus may create Order of the Abomination.

Abomination Mount At 1st level the abomination rider can summon an eidolon as a summoner. This eidolon conforms in all ways to a summoner's eidolon except fot the following:

*The eidolon must have a base form that can be ridden - no bipedal forms.

*An abomination rider does not take an armor check penalty on Ride checks while riding her eidolon. The eidolon is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. An abomination rider's eidolon does not gain the share spells special ability.

*Any teamwork feats possessed by the abomination rider operate as if the eidolon also had that feat. This ability replaces mount and master tactician.

Order: An abomination rider may not choose the Dragon or Lion Orders or she may choose the Order of the Abomination. (unwritten as yet - probably cannibalize Dragon and Lion Orders but make the effects focus on the eidolon...)

Life link: this ability replaces tactician.

Shield Ally: this ability replaces expert trainer.

Master's Vigil: At 5th level, the bond between mount and rider emboldens the eidolon. While the eidolon is in physical contact with its master it receives a +2 morale bonus on saving throws against fear and a +2 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. This ability replaces banner.

Bonus Feats The abomination rider may choose any teamwork feats OR combat feats she qualifies for.

Greater Vigil At 14th level, the eidolon receives a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, the abomination rider can, with a standard action grant to her eidolon an additional saving throw against any one spell or effect that it is targeted by. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. This grant may be made 1/day for every 5 levels possessed by the abomination rider. This ability replaces greater banner.

Thanks trogdar. ;)
Yeah the name is *definitely* a placeholder, as is abomination mount. I'll avoid knight as I like the broad " heavy armour warrior, mounted or not" concept for the cavalier that the paladin can't cover because of his strict alignment and clerist fascination. I toyed with "dragoon", "various-mounted", "Beastrider" has been taken etc...
"Void" doesn't do it for me either - (I thought I remembered reading that the Void was where eidolons came from but checking the PFSRD I couldn't find it. Did I miss it?) the MCA isn't "of" the Void, though the mount may be...I'm not dead against "Void" though...

Also I noticed I'll have to append the abomination mount to negate this caveat from the vanilla eidolon:
"An eidolon cannot wear armor of any kind, as the armor interferes with the summoner’s connection to the eidolon."

I think abominations are supposed to channel the mysteries of the void. Thats why I suggested it, something equivalent to cthulu. Some abominations are so strange that just looking at them effects your sanity.

Hello, everyone *) Im new at homebrew and english is not my native language, but i notice that witch blade archetype (fighter + witch) at mca wiki (http://mcarchetype.wikispaces.com/Multiclass+Archetypes+Master+List) was not created yet, so i made one myself.

Fell blade:

Primary Class: Fighter.
Secondary Class: Witch.

Hit Dice: d10.

Bonus Skills and Ranks: The fell blade may select three witch skills to add to his class skills in addition to the normal fighter class skills. The fell blade gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The fell blade is proficient with all simple and martial weapons, with light armor, medium armor, and with shields (except for tower shields).

Hex: Fell blades learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a fell blade gains one hex of his choice. He gains an additional hex at 3rd level and for every 4 levels attained after 3rd level, as noted on Table: Fell blade. A fell blade cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the fell blade’s level + the fell blade’s Intelligence modifier.
At 11th level fell blade can choose major hexes.
This ability replaces bonus feat at 1st level, armor training 1, 2, 3 and 4, and armor mastery.

Patron: At 1st level, a fell blade must select a patron. This patron is a vague and mysterious force, granting the fell blade power for reasons that he might not entirely understand. At any level that he can normally choose a bonus feat, he can instead choose a spell from his patron. He may choose any patron spell that a witch of his level would have access to. Each patron spell that is chosen in this manner can be cast once per day, plus an additional time per day for every +2 points of Intelligence bonus the fell blade possesses (minimum once per day), at a caster level equal to his fell blade level. For example, a 10th–level witch with the shadow patron has access to all of the shadow patron spells of 5th–level or lower, while a fell blade of 10th–level with a Intelligence bonus of +2 may select any of those patron spells as in place of a bonus feat and cast it up to two times per day.
In addition, at any level a fighter could normally retrain one of his bonus feats (4th, 8th, 12th, 16th, and 20th) he may choose to relearn one of his patron spells instead, choosing any other patron spell that he has access to.

Bonus Feat: This is exactly like the fighter ability of the same name, except that the fell blade gains a bonus feat at 2nd level and every two levels thereafter. Alternately, each time a fell blade can select a fighter feat, he can instead select any feat with hex as a prerequisite, or a patron spell (as described above).

Cursed blade: Starting at 5th level, whenever fell blade attacks an opponent affected by one of his hexes, he gains a +1 bonus on attack and damage rolls against this target. Every four levels thereafter (9th, 13th, and 17th), he gain an additional +1 bonus to attack and damage rolls.
Additionally, every time fell blade gains this ability, he can choose one hex that he knows and that affect no more than one opponent. If he make a successful melee attack against an opponent, he can use a swift action to deliver the effects of the chosen hex to that opponent. Doing so does not provoke attacks of opportunity.
This ability replaces weapon training 1, 2, 3 and 4.

Unavoidable misery: At 20th level, fell blade’s attacks tear apart his cursed opponents. All critical threats against an opponent affected by one of his hexes automatically confirmed.
This ability replaces weapon mastery.

I don't know how to post tables =\ Also not sure how to change Bravery to feet this archetype.

Welcome to the thread, Alexar! The Witch Blade is actually created (about 5 months ago +) just hasn't gone through the balance scrutiny of our group yet, but will be soon (hopefully). As to your Fell blade, I'll take a look at it and get back to you

@Alexar: Here's my thoughts. Whenever I didn't comment on something, that means it was good.

FELL BLADEPrimary Class: Fighter.
Secondary Class: Witch.

Hit Dice: d10.
This should be d8. When combining a d10 and d6 class, you split the difference. If you were combining a d8 and d6, you take which ever class is the primary class. Same with the BAB, as shown on the table below.

Bonus Skills and Ranks: The fell blade may select three witch skills to add to his class skills in addition to the normal fighter class skills. The fell blade gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The fell blade is proficient with all simple and martial weapons, with light armor, medium armor, and with shields (except for tower shields).

Hex: Fell blades learn a number of magic tricks called hexes that grant them powers or weaken foes. At 1st level, a fell blade gains one hex of his choice. He gains an additional hex at 3rd level and for every 4 levels attained after 3rd level, as noted on Table: Fell blade. A fell blade cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the fell blade’s level + the fell blade’s Intelligence modifier. At 11th level fell blade can choose major hexes. This ability replaces bonus feat at 1st level, armor training and armor mastery.
Just did some rewording here.

Patron: At 1st level, a fell blade must select a patron like a witch. This patron is a vague and mysterious force, granting the fell blade power for reasons that he might not entirely understand.

Fell Woe (Ex): Starting at 2nd level, the save DC of any spell with the fear descriptor or hex with a fear-based effect that is cast or used by the fell blade increases by +1. This bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.
I thought this was a good replacement for bravery.

Bonus Feat: This is exactly like the fighter ability of the same name, except that the fell blade gains a bonus feat at 2nd level and every two levels thereafter. A fell blade can also select any feat with “hex” as its prerequisite as a bonus feat, in addition to those considered fighter feats.
Alternatively, whenever a fell blade could select a bonus feat, he can select a patron spell instead. Each time he selects a patron spell, he gains the lowest level spell first, and each subsequent spell in proper sequence. For example, if a fell blade chooses a patron spell in place of his 2nd level bonus feat, he gains his first patron spell. Should he select another patron spell in place of his 6th level bonus feat, he gains his second patron spell, and so on. A feel blade can gain up to a maximum of his fifth patron spell in this manner. Each patron spell that is chosen can be cast once per day as a spell-like ability.
Again, did some rewording, but also removed your “plus an additional time per day for every +2 points of Intelligence bonus the fell blade possesses (minimum once per day), at a caster level equal to his fell blade level. For example, a 10th–level witch with the shadow patron has access to all of the shadow patron spells of 5th–level or lower, while a fell blade of 10th–level with a Intelligence bonus of +2 may select any of those patron spells as in place of a bonus feat and cast it up to two times per day” sentences. We have found this to be too much. If you look at the rogue talent, minor magic or major magic, they can cast a chosen spell once per day. Although talents are a bit less potent than feats, this gives us a good benchmark to go off of. You could have something like “At 12th level, any patron spells of 3rd level or lower can be cast twice per day.”

Cursed Blade (Su): Starting at 5th level, whenever the fell blade attacks an opponent affected by one of his hexes, he gains a +1 bonus on all attack and damage rolls made against that opponent. Every four levels thereafter (9th, 13th, and 17th), he gains an additional +1 bonus to attack and damage rolls made against such an opponent. Additionally, every time a fell blade gains this ability, he may select a single hex that he knows that targets a single creature. If he makes a successful melee attack against an opponent, he can deliver the effects of his chosen hex upon that opponent as a swift action. This does not provoke attacks of opportunity. This ability replaces weapon training.
Again, a bit of word rearranging.

Unavoidable Misery (Su): At 20th level, the fell blade can rend his foes during a successful attack. Any opponent under the effects of a fell blade’s hex automatically confirms any critical threat he has made against it. This ability replaces weapon mastery.
Here too.

Overall this was a good job for your first time. I’ve posted my Witch Blade on the wiki site Here, but like I said, it hasn’t gone through its critiques yet by the rest of our gang. And here is the advancement table.

Thank you, i like what you did with my first version, and replacement for Bravery is well-suited for this archetype. Also thank you for your version of fighter-witch archetype. Interesting that we both replace armor training with hexes *) I hope that this is not my last contribution to mca and I'll post some new archetypes later (and i hope my english would be better next time as well).

and I'd probably add a feature that allows the Eidolon to access the fighter's bonus feats. If that wouldn't be enough to make it balanced, I suppose I could have the bonus feat rate go from 1 per 2 levels to 1 per 3 levels, thus having less feats.

Welcome to the thread JiCi! *Never* apologize for being anime-ish within the same planetary system as OSW! Go forth and manga-ply! :)

Let's take a look at our idea:
You definitely know what you want here, and that's a great start. Trouble is, I'm a little confused as to what that is. You say it's a fighter who summons an alter ego that has the eidolon class feature. By this I'm guessing you mean the entire package of eidolon and related abilities as you have listed.

Basically we have a Primary Fighter/Secondary Summoner who trades bravery, armor training and weapon trainig for eidolon suite of abilities.
But what about evolutions? I can grok the alter ego, but an alter ego tends to replace someone, not fight alongside. I'm happy for the alter ego to do that, I just need a clearer idea of how this works thematically/flavour-wise - then we can help with the ability trades nd mechanic tweaking. Is it a true physical copy wihout evolutions? Is it a fantastic representation of the fighter's id or inner turmoil and has evolutions to match?

As for the eidolon accessing fighter feats, that is eminently possible as part of the eidolon progression...

Sofar it looks like you are on the right track re: Looking at a diminished feat rate for ability swaps/tradeouts. It may not be necessary. If you can writeup an example of this guy/gal and what/how he/she does then we will understand clearly!

Welcome to the thread JiCi! *Never* apologize for being anime-ish within the same planetary system as OSW! Go forth and manga-ply! :)

Let's take a look at our idea:
You definitely know what you want here, and that's a great start. Trouble is, I'm a little confused as to what that is. You say it's a fighter who summons an alter ego that has the eidolon class feature. By this I'm guessing you mean the entire package of eidolon and related abilities as you have listed.

Basically we have a Primary Fighter/Secondary Summoner who trades bravery, armor training and weapon trainig for eidolon suite of abilities.
But what about evolutions? I can grok the alter ego, but an alter ego tends to replace someone, not fight alongside. I'm happy for the alter ego to do that, I just need a clearer idea of how this works thematically/flavour-wise - then we can help with the ability trades nd mechanic tweaking. Is it a true physical copy wihout evolutions? Is it a fantastic representation of the fighter's id or inner turmoil and has evolutions to match?

As for the eidolon accessing fighter feats, that is eminently possible as part of the eidolon progression...

Sofar it looks like you are on the right track re: Looking at a diminished feat rate for ability swaps/tradeouts. It may not be necessary. If you can writeup an example of this guy/gal and what/how he/she does then we will understand clearly!

I'll get to that when I'll have some free time.

As for the alter ego, well, that's the only suitable name I could come up with. Since that class would allow the fighter to create his partner-like eidolon, he'd probably make it so it looks like an altered version of himself.

Welcome JiCi, and Ed Wiscombe (I see OSW directed you here instead of the old thread.)

I am sad that my wishlist seems to not be notifying me when someone has posted to the MCA III thread like it usually does. I just happened to notice in passing that someone had.

I'll be interested in your more fleshed-out idea for your MCA, JiCi.

@Ed Wiscombe: To the Magus/Monk, I shall take a look as see how it balances.

I'm not surprised you haven't heard of MCAs, before, since it was a brainchild I came up with to more fairly deal with the issues of the gestalt multiclassing. And thanks to my partners in crime - OSW, Flak, Raiderrpg, and cartmanbeck, we've developed it into a fine-tuned process that relies on both balance, ingenuity, and artistry to create them.

@Ed Wiscombe: Just looking over your MCA proposal, it's very similar to our Arcane Fist (which is undergoing editing right now) HERE. So, take a look at it. As I said, its undergoing revisions. I'm not sure if you want to go through with developing yours or just want to use ours? I see your player's version is a bit different, but let me know either way.

Elghinn, I don't mind either way. I just wanted to get some thoughts of if his idea is balanced or way out there from people who have seen them before. I noticed a couple of things that i had questions with, basically wondering what is being given up at 1st level to gain flurry of blows, and the fact that Arcana with prerequisites should have their prerequisites 3 levels higher.

Basically I informed my players that anything 3rd party had to be passed by me so i could check them for balance before being approved.

Basically, the process is to mash the two classes together, using the primary as the chassis, and secondary from which you swap in other class abilities. In this case, 2 d8 classes, is easy. Hit Dice remain d8, you keep the 2 + Int for Skills from Magus, since the two are only once step apart (4 +Int for monk). [If was a class with 6 or 8 + Int, the skills would increase to 4 +Int.] BAB stays the same, Saves, you make a new set, usually 2 good 1 bad saves set. Although, for a Ftr/Cav, who both only have good Fort saves, it would just have a good Fort save and the others bad.

I have looked at you Magus/Monk, looking at the swap outs. Here's what I can see as balanced and fair swaps. BTW, Monk can be one of the more difficult classes to swap abilities with, since it has so many.

• Weapon Prof: All Simple and Martial but no armor. This is fine. Since no armor, that means Medium and Heavy Armor abilities are up for swapping, and the loss of light armor. So, the monk's AC bonus would be worth Light and Medium armor prof., since a +5 armor bonus is equal to Chainmail, and Int bous instead of Wis reduces some MAD. That can be both balancing or unbalancing, depending where you go.

Overall, it’s pretty balanced as far as I can see. I think my MCA colleagues would mostly agree, but we occasionally have differing opinions, but that’s the benefit of having 5 sets of eyes looking over each MCA we create. Now it's up to you and your player to decide what you want to do.

Arcane Ki Pool: Not gained till lvl 4, Can choose ki pool or arcane talents. = ½ lvl + Int points OK; not sure what you mean by arcane talents? There is an Arcane Talent feat? All the level based references in the Magus version of this would also then be increased by 3 levels. Gained at 4th, increases by +1 at 8th, 12th, 16th, and 20th.

I think that the arcane talents here should actually read arcane pool. Basically he's creating one pool that could be used either as the arcane pool or ki pool.

Thanks for the input. Since i'm new with this group of players, I don't know the personalities well enough to know if he would try to present something that was broken or if he understands how to create MCA. Sounds like he put together one that isn't going to be overpowered and break the game.

I'll definitely have to look into using more things like this in the future.

Thanks for the input. Since i'm new with this group of players, I don't know the personalities well enough to know if he would try to present something that was broken or if he understands how to create MCA. Sounds like he put together one that isn't going to be overpowered and break the game.

I'll definitely have to look into using more things like this in the future.

No problem! There are a wide range of MCAs (completed, in editing, and under production) at our website HERE that you and ANYONE else can freely use. Is the player who proposed this one who roams the threads here? Did he see our work? Must have to come up with what he had suggested to you.

Bonus Skills and Ranks: The abomination rider may select three summoner skills to add to his class skills in addition to the normal cavalier class skills. The abomination rider gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The abomination rider is proficient with all simple and martial weapons, with all types of armor, and with shields (except tower shields).

Abominable Mount (Su): An abomination rider begins play with the ability to summon to his side a powerful mount from another plane. This mount is exactly like the summoner’s eidolon ability, except that the abomination rider must choose an eidolon with the quadruped base form.

While riding his mount, the abomination rider does not take an armor check penalty on Ride checks while riding his eidolon. Also, the eidolon is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. An abomination rider's eidolon does not gain the share spells special ability.

In addition, the eidolon is treated as if it possessed the same teamwork feats as the abomination rider for the purpose of determining whether the abomination rider receives a bonus from his teamwork feats. This ability replaces mount and master tactician.

Life Link (Su): At 1st level, an abomination rider gains the summoner’s life link ability. This ability replaces tactician.

Order: This is exactly like the cavalier ability of the same name, except that the abomination rider can select the Order of the Abominable Horde. An abomination rider is restricted from selecting the Order of the Dragon or Order of the Lion.

Master’s Vigil (Ex): At 5th level, the bond between the abomination rider and mount emboldens the eidolon. Whenever the abominable mount is in physical contact with its master, the eidolon gains a +2 morale bonus on saving throws against fear, and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. This ability replaces banner.

Bonus Feats: This is exactly like the cavalier’s ability of the same name, except that the abomination rider may also select any teamwork for which he qualifies.

Greater Master’s Vigil (Ex): At 14th level, whenever the abominable mount is in physical contact with its master, it gains a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, the abomination rider can spend a standard action to grant his abominable mount an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. The abomination can grant this additional saving throw once per day, plus an additional time per day every three levels after 14th. This ability replaces greater banner.

Now, not sure where you want to go with the Order. Are you wanting to put in additional summoner abilities into the order (bond senses, maker's call, greater shield ally) or completely new ones? OR, we can incorporate some of the key summoner spells into the order?

Nice edit Elghinn. Now why doesn't this guy get the Summoner's share spells ability? I'm not sure why I put that caveat in there - seems like a very bonded/companion mount ability it would have. Maybe it was for balance reasons. What does anyone else think?

* Order of the Abominable Horde: go with the summoner abilities you mentioned - bond senses, maker's call, greater shield ally. They seem like a good fit both thematically and mechanically for the levels of an Order's abilities.

Order of the Abominable Horde
A cavalier who belongs to this order drawn to summoned creatures, particularly those of outlandish and strange origins. Although this unusual attraction is often unwelcome, the cavalier is driven to manifest this affinity in one of three ways–strive to protect and befriend them, attempt to dominate and enslave them, or seek to irrevocably destroy them. Regardless of one’s moral position, cavaliers of this order tend to be resolute, unbending, determined in their endeavors, and permit nothing to stop them from fulfilling their goal. This order complements the Abomination Rider multiclass archetype.

Edicts: The cavalier must strictly adhere to his chosen course, strive to uphold his moral position in regards to extraplanar creatures, and seek to reconcile his actions with the whispering of his heart. He must always seek out such creatures for the purpose of accomplishing his ultimate goal, and cement his name in history as a friend, subjugator, or eradicator of extraplanar beings.

Challenge: Whenever an order of the abominable horde cavalier issues a challenge, he receives a +1 morale bonus on Will saves and all attack damage rolls made against the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses. In addition, the cavalier gains a +2 bonus on all Diplomacy, Intimidate, and Sense Motive checks related to creatures of the outsider type until the end of the challenge.

Skills: An order of the abominable horde cavalier adds Knowledge (planes) (Int) and Perception (Wis) to his list of class skills. In addition, an order of the abominable horde cavalier adds twice his Charisma modifier to any Diplomacy or Intimidate checks pertaining to creatures of the outsider type.

Order Abilities: A cavalier that belongs to the order of the adamant command gains the following abilities as he increases in level.

Bond Senses (Su): At 2nd level, an order of the abominable horde cavalier gains the summoner’s bond senses ability, except that it applies to his mount.

Master’s Call (Su): At 8th level, an order of the abominable horde cavalier gains the summoner’s maker’s call ability, except that it applies to his mount. The cavalier can use this ability once per day at 8th level, plus one additional time per day for every four levels beyond 8th.

Shield Ally (Su): At 15th level, an order of the abominable horde cavalier gains the summoner’s shield ally ability, except that it applies to his mount. If the cavalier already has shield ally, he gains greater shield ally instead.

At first I was confused by the flavor text, but I see it's written to accommodate any cavalier. I'm not keen on that idea personally. I get the notion of making as many aspects of MCAs broadly applicable, but this MCA and order is a bit specialised - having mundane cavaliers using makers call reminds me of the old 1e paladin calling for his warhorse. See my replacemebt for maker's call below - this pushes the boundary even further away from regular cavaliers and I believe should preclude any except Abomination Rider's from choosing this order.

*Says "adamant command" instead of "abominable horde" under Order abilities.

Abomination Warp: At 8th level, an Order of the Abominable Horde cavalier has studied the shifting and ephemeral forms of extraplanar creatures and learnt their techniques. He can cast evolution surge on his (eidolon-)mount 1/day, plus one additional time per day for every 4 levels the cavalier possesses.

Reasoning: Summoners get access to this 3rd level spell at 7th level...

* If this order is Abomination Rider only, change Shield Ally to Greater shield ally...

Oops, my bad with doubling up abilities. I like your replacement. Gives it the "evolution" feel the order should have. That way, they can use it to aid or attack outsiders.

As to whether this should be open to normal cavaliers or not, that is up to you. But, that's why (obviously) I created it so that the abilities would work with anyone, and the boost to AR's with the shield other.

Zeal (Ex): A zealous myrmidon can call upon inner reserves of religious devotion and fanaticism, granting him additional combat prowess. Starting at 1st level, a zealous myrmidon can zeal for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st, he can zeal for 2 additional rounds. Temporary increases to Charisma rolls, such as those gained from spells like eagle’s splendor, do not increase the total number of rounds that a zealous myrmidon can zeal per day. A zealous myrmidon can enter zeal as a free action. The total number of rounds of zeal per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in zeal, a zealous myrmidon gains a +1 morale bonus to his attack roll, a +2 morale bonus to his damage rolls, as well as a number of temporary hit points equal to 5 + his zealous myrmidon level. In addition, he takes a –2 penalty to Reflex saves. While in zeal, a zealous myrmidon cannot use any Dexterity-, Intelligence-, or Wisdom-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A zealous myrmidon can end his zeal as free action and is staggered after zeal for a number of rounds equal to the number of rounds spent in the zeal. A zealous myrmidon cannot enter a new zeal while staggered but can otherwise enter zeal multiple times during a single encounter or combat. If a zealous myrmidon falls unconscious, his zeal immediately ends, placing him in peril of death. This ability replaces bonus feat gained at 1st level.

First Strike (Ex): At 2nd level, when a zealous myrmidon makes an Initiative check, he adds his Charisma modifier during the first round of an encounter. If his first round Initiative check is 10 or more than all those of his opponents, he gains a surprise round, even if he is surprised. This ability replaces the bonus feat gained at 2nd level.

Heaven’s Blessing (Su): At 2nd level, a zealous myrmidon gains a +1 bonus to a single saving throw a number of times per day equal to his Charisma modifier. The zealous myrmidon must choose to add this bonus before making his saving throw roll. This bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.

Zeal Powers (Ex): As a zealous myrmidon gains levels, he learns to use his zeal in new ways. Starting at 3rd level, a zealous myrmidon gains a zeal power. He gains another zeal power for every four levels of zealous myrmidon attained after 3rd level. A zealous myrmidon gains the benefits of tactical maneuver only while in zeal, and some of these maneuvers require the zealous myrmidon to take an action first. Unless otherwise noted, a zealous myrmidon cannot select an individual power more than once. This ability replaces armor training and armor mastery.
Bonus Feats: This is exactly like the fighter’s ability of the same name, except that the zealous myrmidon can select a bonus feat at 4th, 8th, 12th, 16th, and 20th level.

Telling Blow (Ex): At 5th level, a zealous myrmidon can aim his blows at the weakest point in a foe’s defense, ignoring up to 3 points of damage reduction. This does not apply to damage reduction without a type (such as DR 10/—). This ability cannot be used against creatures that are immune to critical hits or otherwise lack discernible weak points. This ability uses 1 round of zeal, and stacks with the Penetrating Strike feat. This ability replaces weapon training 1.

Armored DR (Ex): At 6th level a zealous myrmidon can use his armor to absorb some of the damage he suffers from physical attacks, and can prevent attacks from striking weak points in his armor. The zealous myrmidon gains DR 1/— when wearing medium or heavy armor. This DR also applies to the hardness of the zealous myrmidon’s armor or shield if either suffers a direct attack. This DR increases to 2/— at 12th level, and 3/— at 18th level. Thus a 12th-level zealous myrmidon, with armored DR 2/—, increases the hardness of any armor or shield he is wearing by +2.

A zealous myrmidon in medium or heavy adamantine armor adds the value of his armored DR to the value of the armored DR total. For example, a 12th-level zealous myrmidon (with armored DR 2/—) wearing an adamantine breastplate (with DR 2/—) combines the two values and has DR 4/—. This ability replaces bonus feats gained at 6th, 12th, and 18th level.

Rally (Su): At 9th level a zealous myrmidon can rally allied forces, giving them renewed hope and endurance to carry on and win victory. A rally affects all allies in a 10-foot radius burst. Those allies gain 3d6 temporary hit points, +1d6 for every four zealous myrmidon levels beyond 9th (4d6 at 13th, and 5d6 at 17th). Each ally may also make one saving throw against any one effect it currently suffers which could have been prevented with a successful saving throw (with the same save DC as the original saving throw), and on a successful save the effect ends. A zealous myrmidon may rally once per day. At 14th level, the zealous myrmidon may rally twice per day. At 19th level, the zealous myrmidon may rally three times per day. This ability replaces weapon training 2.

Nemesis (Su): At 13th level, a zealous myrmidon can focus upon a held weapon as a swift action, rendering it anathema to a chosen creature. The weapon gains the bane property against the creature for 1 minute, or until the zealous myrmidon uses divine insight against a different foe. Nemesis is usable once per day. This ability replaces weapon training 3.

Deadly Blow (Su): At 17th level, the zealous myrmidon’s awareness of his foes allows him to find weak spots where none should exist. A zealous myrmidon must make a Knowledge check appropriate to the creature’s type (DC 10 + the target’s HD). If successful, he may ignore the target’s natural damage reduction and immunity to critical hits and sneak attacks. This does not apply to immunities granted by spells, environmental effects, or equipment. This ability replaces weapon training 4.

Mighty Zeal (Ex): At 20th level, whenever the zealous myrmidon enters zeal, the morale bonus to attack rolls increases to +3 and the morale bonus to damage rolls increases to +6. In addition, if the zealous myrmidon makes a successful critical hit while using zeal, the morale bonus to damage is doubled. This ability replaces weapon mastery.

As a zealous mymidon gains levels, he learns to use his zeal in new ways. A zealous mymidon gains the benefits of zeal powers only while raging, and some of these powers require the zealous mymidon to take an action first. Unless otherwise noted, a zealous mymidon cannot select an individual power more than once.

Adamantine Bones (Ex)Prerequisite: Zealous myrmidon 11, steel bones
Benefit: Whenever you make a successful attack, you gain DR 10/adamantine until the end of your next turn.

Crushing Zeal (Ex)Prerequisite: Zealous myrmidon 11, divine hammer zeal power
Benefit: Any attacks you make deal +2d6 holy damage. This holy damage does not stack with spells or weapon special properties with the same effect.

Divine Burst (Ex)Prerequisite: Zealous myrmidon 11, divine surge zeal power
Benefit: Whenever you make a critical hit, you deal +4d6 damage to your target and +2d6 damage to all opponents within a 10-foot burst.

Fervent Spirit (Ex) Prerequisite: Zealous myrmidon 7, second wind zeal power
Benefit: When you make a critical hit against a target, you are healed for a number of hit points equal to 1d6 + your zealous myrmidon level. You can use this once per zeal.

Flanking Strike (Ex)Benefit: Whenever you make a successful attack against a flanked target, your allies can make a single free attack against that target.

Greater Iron Stance (Ex)Prerequisite: Zealous myrmidon 7, iron stance zeal power
Benefit: You deal damage as if you are one size category larger.

Pulverizing Strike (Ex)Prerequisite: Zealous myrmidon 15, bone crusher zeal power
Benefit: You gain a +4 bonus on rolls to confirm critical hits. If the critical is confirmed, the target is stunned for 1 round

Retributive Defense (Ex)Benefit: Any opponent you strike must attack you or provoke attacks of opportunity from your allies.

Revitalizing Strike (Ex)Prerequisite: Zealous myrmidon 7
Benefit: Whenever you make a critical hit, you heal 1 point of ability damage.

Righteous Charge (Ex) Prerequisite: Zealous myrmidon 11, zealot’s charge zeal power
Benefit: Whenever you make a charge, you deal +2d6 damage to the target and you gain DR 5/evil.

Second Wind (Ex)Benefit: You heal 2 hit points with each successful attack.

Shielding Block (Ex)Benefit: Any allies adjacent to you gains a +2 shield bonus to its AC.

Steel Bones (Ex)Prerequisite: Zealous myrmidon 7
Benefit: Whenever you make a successful attack, you gain DR 5/adamantine until the end of your next turn.

Swarming Assault (Ex)Prerequisite: Zealous myrmidon 7, flanking strike zeal power
Benefit: Whenever you make a successful attack against a flanked target, your allies gain a +2 bonus on attack rolls against the target until the beginning of your next turn.

Tactical Maneuver (Ex)Benefit: Adjacent allies that take a 5-foot step can take an additional 5-foot step as a free action.

Zealot’s Charge (Ex)Benefit: Whenever you make a successful charge against an opponent, you deal damage equal to your Charisma modifier and ignore attacks of opportunity made against you for 1 round.

New Feats:

The following new feats complement the Zealous Myrmidon multiclass archetype.

Extra Zeal Power
You have unlocked a new ability to use while zealing.
Prerequisite: Zeal power class feature.
Benefit: You gain one additional zeal power. You must meet all of the prerequisites for this zeal power.
Special: You can gain Extra Zeal Power multiple times.

No, because I'm making a Ftr/Pal. This a primary martial MCA, with some divine flavoring. If I was doing a Bbn/Pal, then yes, he'd likely have rage, rage powers, etc. I wanted a different ability, with different powers and effects, thus the Zeal ability, based on divine fanaticism rather than primal rage. Although the abilities may be mechanically similar, the source and function is different.

Trogdar wrote:

Why does zeal cause a staggered condition as opposed to the barbs more familiar, and far less dangerous fatigued condition?

I used staggered, because I wanted to make zeal as different from rage as possible, despite using a similar mechanic. Thus, staggered vs. fatigued. The ability isn't drawing from his Constitution or stamina like rage is, but his Charisma and force of personality. I tried to figure out some condition that might simulate the effect of an individual's spent fanaticism. Of course, I suppose that draining force of personality energy would be just as fatiguing. I could just use fatigued, or are their any other options with the proper flavor?

FYI, the zeal powers are based on Maneuvers and Stances found in the 3.5E Tome of Battle-Book of the Nine Swords, specifically those from the Devoted Spirit, Iron Heart, and Stone Dragon disciplines. They are primarily fueled by either divine or martial power, as opposed to primal rage.